Re: [Flightgear-devel] Problem with sounds...

2002-03-09 Thread Erik Hofman

Jim Wilson wrote:
 Found the problem and here's the fix.  Type once sounds were never getting
 stopped.
 
 Description of patch:
 Minor patch.  Basically just moved a line of code that was causing a check for
  when sound should be stopped to be skipped. Now type once sounds get
 stopped when they should.  Which means they'll now play when needed a second time.

Yep, that's correct.
In an attempt to get out of the update() function as quick as possible 
I've changed this in a previous patch, but a patch I sent to David this 
week already corrected that.

I'm still in the middle of implementing a bunch of other stuff to have 
more controll over the starting/stopping of the sounds using the XML 
configuration, so there are some things which should be addressed in the 
near future (rumble only plays when the nose gear touches the ground for 
instance).

Thanks anyway Jim.


 This file contains a patched fg_sounds.cxx file:
 http://www.spiderbark.com/fgfs/fg_sound-patch-20020309.tar.gz

Erik






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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Cockpit panel_io.cxx,1.33,1.34

2002-03-09 Thread Erik Hofman

Bernie Bright wrote:
 Curtis L. Olson wrote:
 
Update of /var/cvs/FlightGear-0.7/FlightGear/src/Cockpit
In directory seneca:/tmp/cvs-serv20681

Modified Files:
panel_io.cxx
Log Message:
Sgi doesn't define the != operator for string != char[] so we need to cast
the char array into a (string) type before doing the comparison.

!   if (mbgTexture != (string)) {

 
 A better test for non-empty strings is 
 
   if (!mbgTexture.empty())
 
 This is portable and faster than a string compare.

There are a lot (and I mean a lot) of places where a string comparrison 
is made (either ==  or != ). It might be a good thing to change that 
then?

Erik





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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Wolfram Kuss

I agree, full 3D is the way new sims work and FGFS should have that as
well and not implement now a feature that was state of the art some
years ago. It is easy to make the yoke optional. While modelling the
cockpit I would strive for realism and then let FGFS disable it if the
user wants. There may be small artistic freedoms to make things more
legible, for example shadows on gauges that partly and non-uniformly
shadow digits on gauge faces can make it more realistic and pretty,
but harder to read. Also, if in reality there is much space between
gauges, you can increase the size of the gauges. I also love a fully
3D, fully functional, fully clickable cockpit. But it is a lot of
work, more than exteriour models. Also, an artist can make an
exteriour model without help from a coder. If an aritist does a 3D
cockpit that holds a switch or gauge or whatever that has not been
coded before, he needs the help of a coder.

It should off course be possible to change the view direction.
I have heard (IIRC from warbirds or Aces High users) that a very nice
effect is if the eyepoint moves at the same time. If you sit and look
in another direction, turning your head, the eyes move since you will
probably hold your neck fairly constant. Also, it should be possible
to move the eyepoint via keys so that you can look around things. This
may go so far that you can open the canopy and stick your head out to
look besides the large obstructing engine. If this is realistic (this
technique is used for some planes in RL), then users appreciate this
effect a lot. 

Also, g forces should move the eyepoint as an option (some people like
me like this, some don't). AFAIK, this is already in the code.

Bye bye,
Wolfram.



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Re: [Flightgear-devel] idea ... (?)

2002-03-09 Thread Jon Berndt

This sounds ideal! I vote that you submit it! :-)

What are the code dependencies? SimGear?

Jon

 I have a stand-alone real-time and off-line plotting
 tool written in C/C++ (tested in Cygwin/WinNT/Win2K 
 Linux) that is meant to be used as a flight test
 engineer's station. It has just been completed and it
 works, but I am yet to put it to serious use. The code
 is designed to run a separate PC and recieve data via
 network from the FDM and the plots are configurable
 via xml. Offline plots have zoom facility, scales (x/y
...



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Re: [Flightgear-devel] idea ... (?)

2002-03-09 Thread Alex Perry

 Hi,
 I have a stand-alone real-time and off-line plotting
 tool written in C/C++ (tested in Cygwin/WinNT/Win2K 
 Linux) that is meant to be used as a flight test
 engineer's station. [...]

That does sound useful.

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Jim Wilson

Wolfram Kuss [EMAIL PROTECTED] said:

 I agree, full 3D is the way new sims work and FGFS should have that as
 well and not implement now a feature that was state of the art some
 years ago. 
Fly! is a 3D cockpit.  I was talking about usability, and IMHO it is a more
usable panel because of its inaccurate eye point when in use.  Just as the
panel disappears when you use the mouse scrolling and reappears with a click,
it'd be easy enough to snap to an operational centered viewpoint.

 There may be small artistic freedoms to make things more
 legible, for example shadows on gauges that partly and non-uniformly
 shadow digits on gauge faces can make it more realistic and pretty,
 but harder to read. Also, if in reality there is much space between
 gauges, you can increase the size of the gauges. 
Yes, unfortunately reality occurs in much higer resolution than even the best
monitor can deliver.  How about when the sun is right in your eyes and you
can't see anything, even with sunglasses?

It amazes me sometimes that people define reality in 3D as being something
that looks like it was done with a video camera.  To me its a more realistic
experience if the gauge I'm looking at can easily be used and is closer to
what it would be in size and perspective from my eyes sitting in the chair,
not the camera's little box on the screen.

 I also love a fully 
 3D, fully functional, fully clickable cockpit. But it is a lot of
 work, more than exteriour models. Also, an artist can make an
 exteriour model without help from a coder. If an aritist does a 3D
 cockpit that holds a switch or gauge or whatever that has not been
 coded before, he needs the help of a coder.
Yeah they are pretty cool, but for me once you've got them figured out (solved
the puzzle and repeated it a few times) it's pretty dull.  When I first got
Fly! a couple years ago I used it a lot for a few months.  Now I just dig it
out when I'm interested in how the developers might have done something.

Best,

Jim

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Jim Brennan jjb -


 It amazes me sometimes that people define reality in 3D as being something
 that looks like it was done with a video camera.  To me its a more realistic
 experience if the gauge I'm looking at can easily be used and is closer to
 what it would be in size and perspective from my eyes sitting in the chair,
 not the camera's little box on the screen.

Any simulator should have as it primary function SIMULATING as closely as
possable the real thing.  This applies to both the flight model and the
controls and instruments.

The fact that most folks only have a single monitor complicates this
greatly.  The fact that most folks have controls that do not have the
proper sizes and forces complictes this.  The best way for a simulator
(such as FlightGear) to approach this is to give the users the ability to
add and interface with such programs at the project magenta instruments,
or the glass cockpit being worked on by John and others.

The  ability to open and close additional views for operating controls
(such as FLY and PS-1 do) is needed as well, for those who have to rely on
a single monitor.

The photorealistic instruments in some simulators are good to have, but
(IMHO) not as importaint as proper flight modeling.

I personally see NO need for the nice views of the airplane, and its
moving parts as seen from other airplanes except if one is flying
formation or shooting at the airplane.

While this is nice to have for some limited purpose, it adds nothing to
the realism of the simulator from the perspective of the person flying the
sim.

These efforts could better be used in improving the  flight models, and
the functionality of the sim to interface to other sims and external
programs and more realistic views (such as those for KSJC).


jj


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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread David Megginson

Jim Brennan jjb - writes:

  The photorealistic instruments in some simulators are good to have, but
  (IMHO) not as importaint as proper flight modeling.
  
  I personally see NO need for the nice views of the airplane, and its
  moving parts as seen from other airplanes except if one is flying
  formation or shooting at the airplane.

... or replaying a finished flight to study it, or watching a
student's progress in external view on a second monitor, or watching
the propeller from inside the airplane.

More importantly, I think that soon we won't be making the same
distinction between internal and external view -- we might even use
the same 3D model for both.  In that case, the same animation code
that spins the propeller can move the yoke, throttle levers, rudder
pedals, etc. (I imagine that needles on gauges will still be done with
rotating textures).

  While this is nice to have for some limited purpose, it adds
  nothing to the realism of the simulator from the perspective of the
  person flying the sim.

No, but it might be useful for the instructor to watch, or for the
student during a replay of a failed flight.

  These efforts could better be used in improving the  flight models, and
  the functionality of the sim to interface to other sims and external
  programs and more realistic views (such as those for KSJC).

It's not a zero-sum game.  The people who are good at flight models
(Jon, Tony, Andy, etc.) are already spending pretty-much all their
time on flight modelling; contributions to other areas from other
people aren't taking away from that.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Wolfram Kuss

Jim wrote:

While this is nice to have for some limited purpose, it adds nothing to
the realism of the simulator from the perspective of the person flying the
sim.

I think more people use flight sims for fun or entertainment than for
serious uses. Including me, although I am a pilot.
But lets stop this discussion and agree that whether you find good
exteriour 3D models fun is a matter of taste (additional to the
serious uses David wrote about).

jj

Bye bye,
Wolfram.

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Wolfram Kuss

Jim wrote:

Fly! is a 3D cockpit.  I was talking about usability, and IMHO it is a more
usable panel because of its inaccurate eye point when in use.  Just as the
panel disappears when you use the mouse scrolling and reappears with a click,
it'd be easy enough to snap to an operational centered viewpoint.

In 3D, its easy to let the user move the eyepoint.

It amazes me sometimes that people define reality in 3D as being something
that looks like it was done with a video camera.  To me its a more realistic
experience if the gauge I'm looking at can easily be used 

I agree. Strangely enough, just a few days ago I had the same
discussion on a forum and said what you say, legibility is more
important than just good looks. They had smudges on the faces,
different varieties of shadows, aging effects (white - yellow) etc.
My only fear is - maybe I am missunderstanding - that we will
implement some scheme that was state of the art 5 years ago when
someone started work on a sim that was shipped 2 years later. As long
as we don't close doors to future development by choosing the wrong
scheme or waste time by doing several schemes, I am happy :-).

IMHO the decision for a 3D cockpit is not a decision for bad
legibility. Worse than a pure 2D cockpit, hand optimized for the
resolution, yes, but not bad.

and is closer to
what it would be in size and perspective from my eyes sitting in the chair,
not the camera's little box on the screen.

In a 3D cockpit, this can be chosen via FoV. Actually, when I start a
plane and click all the things in the cockpit, I reduce FoV a bit
(zoom in, move my nose closer to the panel). OTOH, when I land, I 
zoom out very much to see the horizon left and right to judge my angle
etc.


Best,

Jim

Bye bye,
Wolfram.

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Re: [Flightgear-devel] Rationalizing view

2002-03-09 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 As far as I can figure out, there are only three situations we need to
 deal with in the viewer code:
 
 1. Looking away from a known position.
 2. Looking towards a known position from a known distance and
angle(s).
 3. Looking from one known position towards another.
 
 All of the views can still be managed by the view-manager class (a
 proper subsystem), but we should try to remove all hard-coded
 dependencies from the rest of the FlightGear codebase.  For example,
 the scenery code doesn't need to know which view is in use; it only
 needs to know where the coordinates and VIEW matrix for the camera.
 
 Comments?  Volunteers?  I think that the easiest solution is probably
 a clean rewrite, but paying close attention to how Norm used the
 matrices and vectors in the original.

This sounds interesting.  Let me think about it for a bit and come back 
with sample properties in xml format.

Best,

Jim

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Re: [Flightgear-devel] idea ... (?)

2002-03-09 Thread Renganathan vs

OK. I will do so on Monday (11th March). Do you want
me to integrate it into SimGear so that its offline
plotting function could be used by people who work
with one PC and the stand-alone executable could be
used by those who have more than one PC.? Or Should I
just send the stand-alone code to Curt?. 
As a first step I will just integrate it as is, test
it with our FDM (for real-time) and our ascii format
data file (for off-line) and send it to Curt. Once I
recieve suggestions from you I could get it to work
with other FDMs of FlightGear.
Regards
Ranga
--- Jon Berndt [EMAIL PROTECTED] wrote:
 This sounds ideal! I vote that you submit it! :-)
 
 What are the code dependencies? SimGear?
 
 Jon
 
  I have a stand-alone real-time and off-line
 plotting
  tool written in C/C++ (tested in
 Cygwin/WinNT/Win2K 
  Linux) that is meant to be used as a flight test
  engineer's station. It has just been completed and
 it
  works, but I am yet to put it to serious use. The
 code
  is designed to run a separate PC and recieve data
 via
  network from the FDM and the plots are
 configurable
  via xml. Offline plots have zoom facility, scales
 (x/y
 ...
 
 
 
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Re: [Flightgear-devel] idea ... (?)

2002-03-09 Thread Renganathan vs

Fine. I will send it first thing on Monday to Curt
alongwith a sample ascii format data file to help you
see what it does. We have also put together a short
'instructions for use' and that may be of some help in
understanding how it works.
Regards
Ranga

--- Alex Perry [EMAIL PROTECTED] wrote:
 I suggest that you submit it mostly as-is and have
 Curt place it into CVS
 so we can all see how it's implemented  ... that way
 we will have a basis to 
 give you realistic answers to those questions
 (instead of guessing).
 
  OK. I will do so on Monday (11th March). Do you
 want
  me to integrate it into SimGear so that its
 offline
  plotting function could be used by people who work
  with one PC and the stand-alone executable could
 be
  used by those who have more than one PC.? Or
 Should I
  just send the stand-alone code to Curt?. 
  As a first step I will just integrate it as is,
 test
  it with our FDM (for real-time) and our ascii
 format
  data file (for off-line) and send it to Curt. Once
 I
  recieve suggestions from you I could get it to
 work
  with other FDMs of FlightGear.
  Regards
  Ranga
  --- Jon Berndt [EMAIL PROTECTED] wrote:
   This sounds ideal! I vote that you submit it!
 :-)
   
   What are the code dependencies? SimGear?
   
   Jon
   
I have a stand-alone real-time and off-line
   plotting
tool written in C/C++ (tested in
   Cygwin/WinNT/Win2K 
Linux) that is meant to be used as a flight
 test
engineer's station. It has just been completed
 and
   it
works, but I am yet to put it to serious use.
 The
   code
is designed to run a separate PC and recieve
 data
   via
network from the FDM and the plots are
   configurable
via xml. Offline plots have zoom facility,
 scales
   (x/y
   ...
   
   
   
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